A very large update this time:
Details on our
News Feed
Nation of Guldorand
------------------------------
- Over a dozen new areas, creating a new nation on the north-eastern corner of Arelith (Though the city and Soulhaven remain locked)
- New caravan routes running from Myon north to the Radiant Heart, The Church of Bane, Soulhaven, and the Logging Camp
- New Monsters (Meenlocks)
New Spells
----------------
Daltims Fiery Tentacles
Caster Level(s): Wizard / Sorcerer 5
Innate Level: 5
School: Conjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: medium (20 meters)
Area of Effect: large (5 meter radius), 1d4 tentacles + 1 / caster level (maximum 20)
Duration: 1 Round / 2 Levels
Save: Fortitude(Special)
Spell Resistance: No
A field of thick, 10 foot long fiery tentacles erupt from the ground. Each is capable of grappling a target doing 1 point of fire damage per caster level(maximum 15). If grappled, the target must then make a fortitude saving throw or become paralyzed by the grappling tentacles.
The tentacles are randomly spread out over the area of effect allowing no more than half of the tentacles to reach a single target in any given round. The inability of the tentacles to target small creatures makes all small creatures completely immune to the spell's effects.
Kyristans Malevolent Tentacles
Caster Level(s): Wizard / Sorcerer 6
Innate Level: 6
School: Necromancy
Descriptor(s):
Component(s): Verbal, Somatic
Range: medium (20 meters)
Area of Effect: large (5 meter radius), 1d4 tentacles + 1 / caster level (maximum 20)
Duration: 1 Round / 2 Levels
Save: Fortitude(Special)
Spell Resistance: No
A field of thick, 10 foot life draining tentacles erupt from the ground. Each is capable of grappling a target. If grappled, the target must then make fortitude saving throws against level drain(1) and paralysis.
The tentacles are randomly spread out over the area of effect allowing no more than half of the tentacles to reach a single target in any given round. The inability of the tentacles to target small creatures makes all small creatures completely immune to the spell's effects.
Darkbolt
Caster Level(s): Cleric(Darkness) 5, Wizard / Sorcerer 5
Innate Level: 5
School: Evocation
Descriptor(s): Darkness, Mind Affecting
Component(s): Verbal, Somatic
Range: long (40 meters)
Area of Effect: Huge
Duration: Instant
Save: Will(Special)
Spell Resistance: Yes
You unleash beams of darkness from your open palm. You must succeed on a ranged touch attack to strike your target(s). You can hurl one bolt for every two caster levels you have (maximum seven bolts). A darkbolt deals 2d8 points of magic damage to a living creature, and the creature is dazed for 1 round unless it makes a Will save.
A creature struck by multiple bolts during the same round can only be dazed for 1 round. An undead creature takes no damage but is slowed for 1 round if it fails it's save.
Mass Hold Monster
Caster Level(s): Wizard / Sorcerer 9
Innate Level: 9
School: Enchantment
Descriptor(s): Mind Affecting
Component(s): Verbal, Somatic
Range: medium (20 meters)
Area of Effect: large
Duration: 1 round / Level
Save: Will
Spell Resistance: Yes
Greater Shadow Evocation
Caster Level(s): Wizard / Sorcerer 7
Innate Level: 7
School: Illusion
Descriptor(s): Mind Affecting
Component(s): Verbal, Somatic
Range: Special
Area of Effect: Special
Duration: Special
Spell Resistance: Yes
The caster taps energy from the Plane of Shadow to cast a quasi-real, illusory version of a the following:
Shadow Storm, Bigby's Interposing Hand, Ball lighting, Ice Storm
Shadow Storm - From a sudden rift into the Plane of Shadow, torrents of shadow arc out, striking nearby creatures for electricity and cold damage. Much like some of the most fearsome weather found on the Plane of Shadow the storm strikes one target initially, then arcs to other targets.The initial strike deals 1d8 points of damage per caster level (maximum 20d8). Half of this damage is electricity damage, and the other half is cold damage.
After it strikes, the storm arcs (like the spell chain lightning) to a number of secondary targets equal to your caster level (maximum twenty). The secondary arcs each strike one target and deal half as much damage as the primary one did.
Shadow Evocation
Caster Level(s): Wizard / Sorcerer 5
Innate Level: 5
School: Illusion
Descriptor(s): Mind Affecting
Component(s): Verbal, Somatic
Range: Special
Area of Effect: Special
Duration: Special
Spell Resistance: Yes
The caster taps energy from the Plane of Shadow to cast a quasi-real, illusory version of a the following:
Shadowbolt, Wall of Fire, Elemental Shield, Gust of Wind
Shadowbolt - A line of crackling, bolts erupt from your fingertips.
Any creature struck by a shadowbolt takes 1d8 damage per caster level (maximum 10d8), split evenly between electricity and negative energy damage. Will save for half.
Shadow Conjuration
Caster Level(s): Wizard / Sorcerer 4
Innate Level: 4
School: Illusion
Descriptor(s): Mind Affecting
Component(s): Verbal, Somatic
Range: Special
Area of Effect: Special
Duration: Special
Spell Resistance: Yes
The caster taps energy from the Plane of Shadow to cast a quasi-real, illusory version of a the following:
Mage Armor, Ghostly Visage, Grease, Summon Shadow(2), Mestil's Acid Breath
Greater Shadow Conjuration
Caster Level(s): Wizard / Sorcerer 6
Innate Level: 6
School: Illusion
Descriptor(s): Mind Affecting
Component(s): Verbal, Somatic
Range: Special
Area of Effect: Special
Duration: Special
Spell Resistance: Yes
The caster taps energy from the Plane of Shadow to cast a quasi-real, illusory version of a the following:
Web, Minor Globe of Invulnerability, Stoneskin, Summon Shadow(3), Flame Arrow
Shadow Plague
Caster Level(s): Wizard / Sorcerer 8
Innate Level: 8
School: Conjuration
Descriptor(s): Darkness
Component(s): Verbal, Somatic
Range: long (30 meters)
Area of Effect: large (5 meter radius)
Duration: 1 Round / level
Save: Reflex
Spell Resistance: No
Conjure a cloud of shadow energy from the plane of shadow that deals 4d6 cold damage/round and blinds enemies as if the darkness spell.
Other Changes
-----------------------
- Fixed PDK fear being subject to Arcane Spell Failure
- Slings are now tiny
- Tridents should properly use the polearm animations instead of greatsword.
- Removed concentration checks from assassin spell-like abilities.
- Gate fixed at Myon's Mythal, allowing entry for large creatures.
- Several additional Andunor locations, including the Boreal Keep, Deep Gate, and Forge Hall, have received new hak content as we go down the list.
- Broken recipes should no longer be broken. If you continue to receive a too many instructions message when trying to complete an in progress recipe, please create a bug report on the forums.